Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)


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Jin’s attack at the top of the stairs, manages to skewer a stone & maple butcher-block table that’s been moved in front of the door, shutting it securely. Returning to the bottom of the stairs, Jin remembers the cellar door on the far side of the basement, which is securely closed and barred (though from the inside). As he scans around for traps, he sees that the trap is not mechanical in nature.

Two goons are hiding behind the beer tuns, and a bowman steps out from behind a wine rack.

“It’s a trap!” The alert comes as soon as the discovery, but only Talon and Riardon are poised to react.[sblock= Stealth Rolls]I will reveal stealth rolls after all the NPCs are revealed Suffice to say that these fellows rolled below Jin’s 22[/sblock][sblock=Initiative]
Riardon 20
Talon 16
Bad Guys 13
Firebyrne 13
Fenwick 11
Rujah 10
Jin 9

So Riardon and Talon go. Then the bad guys. Then good guys (Talon and Riardon included).[/sblock][sblock=Terrain:]

  • Squares J6-L8 are a pile of crated and bagged foodstuffs and is difficult terrain
  • Traversing or Starting your turn in squares K6-K8 requires a DC 15 athletics check
  • Failure means falling prone in your choice of an adjacent square not in K6-K8.
  • Squares G7-I7 are a stack of barrels. They are impassible and block line of sight/effect
  • Squares G9-I9 are a stack of barrels. They are impassible and block line of sight/effect
  • Wine Racks block line of sight/effect and cannot be traversed, though they do not take up space per se
  • Wine Racks can be toppled with a DC10 strength check after which traversing them takes 2 squares of movement and they no longer block line of sight. If a creature is adjacent to a wine rack when it topples toward them, they make a strength check. If they roll higher than the person who toppled the rack, the rack does not fall. If they roll lower, the rack deals them 1d4 damage.
  • The cellar stairs (ether to the cask door or the kitchen door) are difficult terrain
  • Casks block line of sight and effect
  • A creature can jump onto the table with two squares of movement
  • The shelf behaves like the wine racks.
  • Squares with pitchers and stools are difficult terrain
[/sblock][sblock=Status]Riardon L11 44/44HP 8/8HS 1AP
Talon K13 36/36HP 8/8HS 1AP
Dayna K12 38/38HP 2/2HS Shares AP with Talon
Firebyrne J12 24/24HP 0/0HS 0AP
Fenwick J11 37/37HP 11/11HS 1AP
Rujah K11 41/41HP 12/12HS 1AP
Jin N10 32/32HP 6/6HS 1AP

Ambusher 1 F7 77/77
Ambusher 2 F8 77/77
Archer 1 L4 62/62
[/sblock][sblock=Map]
BasementRound1.png
[/sblock][sblock=Enemies]
Thugs.png

RogueArcher.png
[/sblock]
 

Riardon

"Spread out! Jin with me in melee, binding the archer. The others engage the melee thugs. Go!" Riardon commands. A quick incantation hits the melee attackers with numbing cold as Riardon moves toward the archer, sword and shield ready.

[sblock=OOC]
Standard: Chilling Cloud (F7, F8) (1d20+5=22, 1d20+5=21) vs Fortitude, 2 hits, both suffer 3 cold damage and a -2 on all attacks for this round.
Move: Move to L5 (left, left down, 3x left, left up)

Feel free to ignore Riardon's tactics. Just roleplaying here. Make your own decisions.

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 44 / 44 Bloodied: 22
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:11 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Aid the Injured, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition:

[/sblock][/sblock]
 


[sblock=OOC]Sorry. :blush:[/sblock]Talon moves forward following Riardon's directions and heading north toward the two ambushers. Making sure to leave room for others to move in and attack, he lashes out hard with his longspear at his quarry, the nearest ambusher. The strike misses badly though, frustrating Talon.

[sblock=OOC]Remember that if they attack Dayna, Talon gets an instant OA at them (+7 vs. AC, 1d10+4 dmg) from Beast Protector feat.[/sblock][sblock=Actions/Stat block]Start= Talon 36/36hp; Dayna 38/38hp

Move= K11, J10, I10, H10, G10, F10 for Dayna, with Talon right behind at G10.

Minor= Hunter's Quarry on Ambusher at F8

Standard= Enclose the Prey: Talon and Dayna can shift 2 squares each before attack. Dayna shifts to E9 , Talon shifts to F10 then E10.
Enclose the prey attack vs Ambusher2 AC21 w/added HQ damage. (1d20+7=9, 2d10+4+3+1d6=25)Missed badly.

End=Talon 36/36hp; Dayna 38/38hp
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 3
Passive Perception: +14, Passive Insight: +19, Initiative: +4
AC: 17, Fort: 15, Reflex: 15, Will: 14 -- Speed: 6
HP: 36/36, Bloodied: 18, Surge Value: 9, Surges left: 8/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +7 vs AC - +1 Longspear 1d10+4
:bmelee: Basic Attack: +7 vs AC (with reach 3) - +1 Longspear 1d10+4 lightning
:bmelee: Basic Attack: +4 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +6 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape, Reach 3 basic attack
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend, Paired Predators
Daily: Partnered Savaging, Longspear Push[/sblock][sblock=Wolf Companion stat block]Dayna - Wolf Companion 3
Passive Perception: +17, Passive Insight: +12
AC: 17, Fort: 15, Reflex: 15, Will: 16 -- Speed: 7
HP: 38/38, Bloodied: 19, Surge Value: 9, Surges left: 2/2
:bmelee: Basic Attack: Bite, +7 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 

At the sight of Dayna and Talon rounding the kegs, the thugs realize they've been discovered. Temporarily dumbfounded, the two resort to verbalizing heir thoughts,



"Outa here?"


"Yeah. Outa here?"



Realizing that the chilling cloud conjured by Riardon puts them at a disadvantage, they retreat to bar the party's escape through the cellar doors.


As Riardon rounds the pile of produce, a surprise is there to meet him. "You need to be more careful." An as yet undetected thug has been hiding behind the stack of grains and veggies, and takes advantage of his position to cut the warlord deep and retreat behind the wine rack.


The archer moves to the other end of the wine rack and fires at Fenwick attempting to pin him down and allow the knife fighter more time with Riardon. Another archer also appears form the far end of the cellar and attempts the same.



Rujah sees archers emerge and rushes forward striking a good opening blow in the closest one, hoping that he can distract the sniper long enough to give Fenwick time to move. Suddenly, he realizes that four of their enemies are close by and decides to soak the area in a geyser of acid that burns into both archers. The thugs by the door, however manage to avoid the spray.


Firebyrne, seeing that his new comrades are in trouble charges forward to help the isolated warlord by distracting the knife fighter.

[sblock=Mechanics]
Knife Fighter:
Standard: Wounding Dagger
Target: Riardon
Attack: 1d20+12+2(CA) = 25 vs. AC for 1d6+6+2d6(CA) = 18 + 5 ongoing
Move: Peerless Tumbler to L6, M5, M4, L4
Stealth: 1d20+11= 13

Archer 1:
Move: to I4
Standard: Warning Shot
Target: Fenwick
Attack: 1d20+14=19 for 1d10+3 = 7 damage
Effect: If Fenwick moves into or through J10, Archer 2 gets a secondary attack as an immediate action.

Archer2:
Move: to J1
Standard: Warning Shot
Target: Fenwick
Attack: 1d20+14+2(CA, hidden)=19;1d10+3=10 damage
Effect: If Fenwick moves into or through K10, Archer 2 gets a secondary attack as an immediate action.

Ambusher1:
Move: to F3 and then out of sight
Stealth: 1d20+11=25

Ambusher 3:
Move to F3

Rujah:
Move: J7 (Spots Ambusher1)
Standard: Charge to J5
Target: Archer 1
Attack: 1d20+8+1(Charge) = 19 for 1d10+5 = 12 damage
Minor: Dragon Breath
Target: Everybody but the Knife Fighter
Attack: Archer1: 1d20+7 = 23;Archer2 1d20+7 = 22; Ambusher1 1d20+7 = 14;Ambusher2 1d20+7 = 9 for 1d6+3 = 9 damage
Free: Mark Archer

Firebyrne:
Move: to M8
Standard: Charge to M5
Target: Knife Fighter
Attack: 1d20+8 = 24 vs. AC for 1d6+4 = 6 damage[/sblock][sblock=Status]
Riardon L5 26 (21)/44HP 8/8HS 1AP
Talon G10 36/36HP 8/8HS 1AP
Dayna F10 38/38HP 2/2HS Shares AP with Talon
Firebyrne M5 37/37HP 0/0HS 0AP
Fenwick J11 20/37HP 11/11HS 1AP
Rujah J5 41/41HP 12/12HS 1AP
Jin N10 32/32HP 6/6HS 1AP

Ambusher 1 G3 74/77HP
Ambusher 2 F3 74/77HP
Archer 1 I4 41/62HP Marked by Rujah
Archer 2 J1 41/62HP
Knife Fighter L4 156/162
[/sblock][sblock=Map]
BasementRound2-1.png
[/sblock][sblock=NPC Stats:]
Firebyrne.png

Thugs.png

RogueArcher.png
Erkson.png
[/sblock]
 

[sblock=OOC]Man, this fight looks tough.

PS, I think this is going to be hard for you to believe, but Jin missed.[/sblock]Jin moved quickly along the far wall, swords ready to meet any other surprise visitors. Reaching the end of the room, he spotted the far archer. Moving up next to the archer, Jin stabbed with his off-hand; however, the blade only found air as the enemy twisted out of the way.

"You've made a grave error. Retreat while you can, before you end up like the scum who proceeded you."
[sblock=Action Block, Mini-Stats]
Double Move to K1, off-hand Strike, miss

[sblock=Action Block]
Move: N10 to N9 to N8 to N7 to N6 to N5 to N4
Standard: Move N4 to N3 to N2 to M1 to L1 to K1
Minor: Off-hand Strike


[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 2
Initiative: +4, Passive Perception: +18, Passive Insight: +14
Defenses:
AC: 17, Fort: 16, Reflex: 17, Will: 14 -- Speed: 6

Vitality:
HP: 28/32, Bloodied: 16, Surge Value: 8, Surges left: 5/6
Action Points: 1, Second Wind: used (DO Encounter)
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +8 vs AC - Acidic Katana 1d10+5
:ranged: Ranged Basic Attack: +7 vs AC - Thrown Dagger 1D4+3

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike, Acidic Katana Ranged Attack, Unbalancing Parry
Daily: Jaws of the Wolf, Acid Katana Attack

Weapons:
1 Acidic Katana (Acidic Bastard Sword +1 stats)
1 Katana (Bastard Sword stats)
[/sblock]
[/sblock]
 

[sblock=OOC]Man, this fight looks tough.

PS, I think this is going to be hard for you to believe, but Jin missed.[/sblock]
[sblock=OOC]Yes it's going to be a tough one. Teamwork!

BTW: Even though you missed, your posturing is good. By engaging the archer in melee, you gain the advantages of an archer who must either:


  • Shift every turn
  • Take an OA
  • or use a less deadly weapon (club)
[/sblock]
 

"Fenwick now very irritated!" Fenwick yells as the arrows strike. Seeing no direct path to them, he follows Jin around the side.

[sblock=actions]Double Move: J11->K11->L10->M9->N9->N2->M2[/sblock]
[sblock=Fenwick stat block]Fenwick Male Orc Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:17, Fort:16, Reflex:13, Will:14
HP:20/37, Bloodied:18, Surge Value:9, Surges left:11/11
Action Points: 1, Second Wind: unused
Powers:Howling Strike, Howl of Fury, Warrior's Surge, Roar of Triumph,
Vault the Fallen, Shrug It Off,
Swift Panther Rage, Vanguard Execution Axe

Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack roll.

Conditions:
[/sblock]
 

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